Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
56 lines
1.8 KiB
C#
56 lines
1.8 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIDiscardDamage : AIFiltersAndSelectTypeArgument
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{
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private AIPolishConvertedExpression _damageArg;
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private const int DAMAGE_ARG_OFFSET = 1;
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protected override int SELECT_TYPE_OFFSET => 2;
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public AIDiscardDamage(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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_damageArg = _exprList[_exprList.Count - 1];
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
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if (targetsFromField != null && targetsFromField.Count > 0)
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{
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int damage = GetDamage(tagOwner, playPtn, situation);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AIDamageSimulationUtility.DamageAll(targetsFromField, tagOwner, tagOwner.SelfField, damage, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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AIDamageSimulationUtility.DamageRandom(targetsFromField, tagOwner, tagOwner.SelfField, damage, situation);
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break;
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}
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}
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}
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private int GetDamage(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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if (_damageArg == null)
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{
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return 0;
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}
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return (int)_damageArg.EvalArg(tagOwner, playPtn, tagOwner.SelfField, situation);
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}
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public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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}
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